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Archive for the ‘futurism’ category: Page 1214

Aug 21, 2007

Risks Not Worth Worrying About

Posted by in categories: defense, futurism, lifeboat

There are dozens of published existential risks; there are undoubtedly many more that Nick Bostrom did not think of in his paper on the subject. Ideally, the Lifeboat Foundation and other organizations would identify each of these risks and take action to combat them all, but this simply isn’t realistic. We have a finite budget and a finite number of man-hours to spend on the problem, and our resources aren’t even particularly large compared with other non-profit organizations. If Lifeboat or other organizations are going to take serious action against existential risk, we need to identify the areas where we can do the most good, even at the expense of ignoring other risks. Humans like to totally eliminate risks, but this is a cognitive bias; it does not correspond to the most effective strategy. In general, when assessing existential risks, there are a number of useful heuristics:

- Any risk which has become widely known, or an issue in contemporary politics, will probably be very hard to deal with. Thus, even if it is a legitimate risk, it may be worth putting on the back burner; there’s no point in spending millions of dollars for little gain.

- Any risk which is totally natural (could happen without human intervention), must be highly improbable, as we know we have been on this planet for a hundred thousand years without getting killed off. To estimate the probability of these risks, use Laplace’s Law of Succession.

- Risks which we cannot affect the probability of can be safely ignored. It does us little good to know that there is a 1% chance of doom next Thursday, if we can’t do anything about it.

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Mar 29, 2007

Rehearsing the Future

Posted by in category: futurism

Never underestimate the power of a “do-over.”

Video gamers know exactly what I’m talking about: the ability to face a challenge over and over again, in most cases with a “reset” of the environment to the initial conditions of the fight (or trap, or puzzle, etc.). With a consistent situation and setting, the player is able to experiment with different strategies. Typically, the player will find the approach that works, succeed, then move on to the next challenge; occasionally, the player will try different winning strategies in order to find the one with the best results, putting the player in a better position to meet the next obstacle.

Real life, of course, doesn’t have do-overs. But one of the fascinating results of the increasing sophistication of virtual world and game environments is their ability to serve as proxies for the real world, allowing users to practice tasks and ideas in a sufficiently realistic setting that the results provide useful real life lessons. This capability is based upon virtual worlds being interactive systems, where one’s actions have consequences; these consequences, in turn, require new choices. The utility of the virtual world as a rehearsal system is dependent upon the plausibility of the underlying model of reality, but even simplified systems can elicit new insights.

The classic example of this is Sim City (which I’ve written about at length before), but with the so-called “serious games” movement, we’re seeing the overlap of gaming and rehearsal become increasingly common.

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